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YouGroove

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Everything posted by YouGroove

  1. When i move camera very near terrain floor, we can see the texture is very detailled, and we see the same texture scaled up and blended that make teh visual problems.
  2. You need to apply material with animated shader, i tested and it works. Usefull tips to make animated translating objects (complex machinery or robots)
  3. I think i found a problem , it's an old one http://www.leadwerks.com/werkspace/topic/7590-terrain-texture-shader/page__hl__terrain LE3 terrain multitexture is not like other engines, in fact you have 2 texturing phases : - your texture applied on terrain - Your same texture is scaled Up than it is blended with previous texturing I asked long time ago to remove from the package it as it looks lot more strange and bad than anything else Perhaps your problem is something else ?
  4. @Olby : Unfortunatelly this tools is far away intuitve or as easy to use as shader forge or UE4 shader editor, it looks more like visual assembling shader code than using shader nodes. I'm not sure if LE3 people are successfull with it ?
  5. Why vertex ? Does your shader use vertex colors ? You mean BSP ? The model i use is imported in LE and displaying fine if i use other standard shaders.
  6. It's like development blog , the thread will have tips and discussions. mainly for people that like the 3D artist side. ---------------------------- This is a solo project, not team project , so i keep some following rules to be able to achieve things the more quickly possible : 1) Gather pictures and Sketch ideas - Gather picture over internet , take the ones having good ideas or style or concepts from 2D artist. - Skecth quickly in some 10 minutes (2D or 3D software) You can skecth characters but outdoors also, like sculpting a thin box to make terrain than adding boxes representing houses , or big shapes to represent important things. I prefer that over 2D drawinfg as you have immediate 3D space view. 2 ) Detailling level and game visual style Before starting a project, a good thing is to choose a level of detail, like making very detailled textures and models with extra polygon details or keeping simple shapes and simple textures. The more detailled , the more time it will take to advance the project. Also the visual style you go for can make things easy and make you work faster with splendid result ( games like Journey, Rime etc ...) 3) Re use as much as possible Buildings : Make a library of basic pieces : Walls, corners, Tile floor , decoration assets, assemble them to make rooms variations ,assemble rooms to make complete buidings. When the building is just decorative , i make modular floors each with some variations geometry and texture variations; then i assemble the final model in Blender or in the 3D engine (but this makes more objects for a building so more draw calls). Machinery, robots : Same as above : Decompose the model in elementary pieces, than UV and texture. Duplicating bolts , cooler, or any pieces to quickly detail your model without making extra effort. Keep unique pieces as low as possible. Humanoids , monsters : Re use your base characters library , you go faster modifying or scultping an existing one than starting from scratch. 4 ) Good tools : Find the best tools you have fun to work instead and make you gain time instead of beeing frustrated because of some tool. - Silo 2 : That is lightweight and very fast , fun to use, i use it for 3D assets mainly, or low poly game 3D work.UV and Paint in 3D coat. - Blender : No so good interface, less friendly, but i use it for : advanced modeling tools like cables, racing track , arrays objects ,3D Tiles work with snapping , rigging, animation. Many things to gain lot of time like IK, auto Rigging , duplicating animation keys and axis mirroring it. - 3D coat : This is not a fast software , because voxel is very demanding in highter res but it allows to make precise hard surface models easy.The best for retopology and painting for my use. - Zbrush : The fastests for high res sculpting. For hard surface, it is longer to make things and it can make artifacts, and 3D coat is best for that. - Sculptris : The most fun, small but awesome , with auto resolution sculpting, good to make some characters or monsters or a base that you can detail in Zbrush or 3D coat. - MakeHuman : Free and ready to make base characters to sculpt - Gimp2, Krita : Great open source painting programs, i use them for skecthing ideas or making GUI images. 5) Start small The best advice i read on various forums. Start always small instead of wanting to make too much models , too much gameplay or too much visual quality. Your game will grow slowly but surely, and many things can be improved and added later.
  7. Faster sketching with 3D coat
  8. Thanks codeape. sketching ideas
  9. Drop it Ameshi, it's just how you make posts how people respond to you. It's LE3 forum, i think he needs a solution for LE3 no ? I also use Unreal 4 and i have better textures look than Unity Serioulsy , you don't understand most of the people using LE3 are not here to talk about other engines or to make comparisons ? Many of us know the pros and cons on many 3D engines we use; if we post in LE3 forums that's only about LE3 engine and for serious game projects , and we keep other engine and projects discussion for other forums. Make a game
  10. Some army color themes
  11. Also terrain is deformation of a plane so your texture will be stretched, so it won't look as perfect as with panar UV as in a cube. Perhaps try using a highter resolution texture is you need more details and seeing less strecthing.
  12. Sketching some droid
  13. Thanks, in fact it's same shader as mine almost. I eported diffuse with roughtness as alpha (Unity4 gloss format), i put DXT5n for diffuse, but the shader remains black ? I uploaded the diffuse (+gloss in alpha) and normal map in case you would have some time to make a test. export.zip
  14. Assembly of the mesh before painting AO, dirt, scratches Big error also, i baked and worked with 1024*1024 texture,so painting details won't go very far Red color will change perhaps because it looks a little Pokemon
  15. A bottleneck for graphcis as universe is robots : make working the metal shader effect in LE3 with textures from 3D coat or Substance With some work perhaps.
  16. Nice. Can you explain what textures are needed in what slots of material editor ? I tried but metal don't show up ?
  17. I don' t find shortcutsanywhere, in "F1" menu would be good. How to move your model in space ? i can only rotate or scale.
  18. Main colors are blocked, next is refining and adding details
  19. I think he has no game plan, and he has not started anything, that's why he looses time bashing LE3 stating problems even he don't as he do nothing with LE3 . He should save time to make a game instead of trolling.
  20. Thanks for the hint, anyway title is still a wip. Perhaps DroidLand name should be ok as one word Model desassembly on Blender and fast UV Unwrapping, still there is optimizations to do gain space.
  21. I tried to LE2, and it was C++ only, there wasn't gameplay framework also (start(), updateWorld() etc ...); also Lua was only intended for small scripts not to make a complete game, and the workflow was really bad and painfull, and there wasn't pathfinding for your AI. LE3 is massive improvment engine and allowing beginners to easy make a game using Lua to make complete games. He must be a beginner, to not understand why 3D art quality and good level composition are as important as the 3D engine He should start making a game instead of doubting so much about LE3 possibilities
  22. It's level design you should be able to use glass, if it's available on the engine it's because it is usable. High res textures are possible for any game project as it is mip mapping in LE3, this is heavy used in Unreal 4 to keep performance up when you use ultra detailled textures and expensive shaders such as parallax.
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